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Everything posted by Panzerbeard
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I'm not using a second rotor or actively producing an opposing torque. Servos are essentially low RPM rotators used for more precise control when motorized, but when unmotorized, as I'm using them, they're able to simply spin independently of the parts beneath them. The rotation of the rotor is providing an opposite rotation to the parts beneath it. Normally this will be passed to the body of the craft, but the servo is able to spin independently of the body and so rotates opposite to the rotor; this should result in zero net torque on the body of the helicopter, without needing to actively power a second rotor. It does do this, but apparently not enough. As far as my (limited) understanding of physics goes this should be working and an actual powered countertorque shouldn't be necessary, but for some reason this isn't working the way I think it should be.
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So I've never played around with Breaking Ground stuff before and thought I'd experiment a bit with helicopters. I asked on Reddit and discord but didn't really get any substantial answers. I've got a rotor with helicopter blades and a freewheeling unmotorized servo beneath it, with reversed blades on that. Rotor torque on main throttle, blade angle on up/down axis. The thing lifts off fine, but it consistently spins counterclockwise. SAS help a little but not completely. The coaxial blades on the servo *should* serve to counteract the torque from the main rotor, and they do spin the correct way and provide lift, but for some reason they're not countering all of the rotation. I know this configuration should work as I've seen it done before. Image below.
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I see Kerbals as being similar to Bloody Stupid Johnson. Everything they build works, they're just not entirely sure how or why, and it doesn't necessarily do what they originally intended. They're extremely good at coming up with wildly over-engineered problems that shouldn't have existed in the first place. They're not stupid, just intelligent in a rather convoluted way, with the exception of the occasional oddball like Jeb. Jeb's just daft.
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How to Land on other planets?
Panzerbeard replied to Concodroid's topic in KSP1 Gameplay Questions and Tutorials
A bit more information on where you're at would help You say you can fly, do you know how to reach orbit yet? Are you able to actually reach other planets and you're just confused about landing? We can't really say much other than "do the tutorials, read the guides, watch the Scott Manleys" unless we know exactly what you're having trouble with.- 6 replies
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- how to land on other planets
- planets
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Panzerbeard replied to Probus's topic in KSP1 Mod Releases
Thanks. I actually tried it out while the forum was down, it certainly seems to work fine without any mods. I may install DMagic anyway, though.- 1,028 replies
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Panzerbeard replied to Probus's topic in KSP1 Mod Releases
How important are the parts mods, here? If I choose to play without any of them, would it hinder me in any real way? (I don't know if the early aircraft progression is balanced around using firespitter before you unlock jets, for example). I tend to only roll with KER, KAS, KAC and graphical mods, don't like using mods that actually add new parts.- 1,028 replies
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Set "Throttle" on Reaction Wheels
Panzerbeard replied to Wcmille's topic in KSP1 Suggestions & Development Discussion
I had no idea this mod actually existed, I ended up modding in seperate reaction wheels that only had roll torque because I couldn't find a way to disable pitch and yaw on specific ones -
You probably won't be able to get an encounter that accurate immediately; the further away you are, the more sensitive the trajectory is to course changes and there's not much difference between smashing into the planet and missing the atmosphere entirely. As long as you've got the intercept, wait until you're closer before plotting the course adjustment (do it before you enter the SOI, though. Maybe 20-30 days out, or so, depending on how large a change you need to make). If you're coming in at a fairly low inclination you'll want to use the normal/antinormal nodes primarily.
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What's the furthest planet or celestial body you've visited?
Panzerbeard replied to JackBush's topic in KSP1 Discussion
Jool, although if I'm entirely honest I haven't really done much there, so the furthest body I've actually had a proper play with is Duna. When the update hits I'll try to focus on deeper exploration, and then when 1.1 comes out I'll probably install Outer Planets and go a bit mental with it. -
What Mods Will You Install On 1.1?
Panzerbeard replied to Superfluous J's topic in KSP1 Mods Discussions
Probably no more gameplay or parts mods than I already use (KIS, KAS, KAC and KER) but I'll probably go to town on graphics mods. Jeb is going to look fabulous. Incidentally (I know this probably isn't the thread to ask in, but what the hell), am I right in thinking there won't be a RAM limit at all once we're in 64bit? Would it be worth adding more, do you think? (I'm at 8GB right now, can easily go up to 16 but never bothered because nothing really uses all of it at the moment) -
The Supermoon Total Eclipse - Who Watched It?
Panzerbeard replied to The_Rocketeer's topic in Science & Spaceflight
Norfolk, UK here, patches of cloud but I still got a good look at it. It looked amazing through my binoculars (Celestron 20x80's), sadly none of the photos I took came out too well. I'm a bad photographer at the best of times. Also got a bonus pic an hour or so before maximum Not great photos, but the memory is still there, I'll look forward to the next one -
Holy Bill on a booster, that looks fantastic. Many thanks!
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I'm not fussy as to what you do with it, it'd be great if you could make Eve look a bit less.. crap, though, also, I don't know if enhancing the sunglare in his visor would look good? Depends on whether his expression is still visible, I guess. Many thanks if you find the time to do it, if not, thanks for putting out great artwork anyway
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Does my bank account count as a charity?
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Magical horses care not for your petty "decouplers".
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Hadn't heard of this before, I'll definitely be keeping an eye on it. I've never tried any of Paradox's grand strategy stuff, because it just looks terrifying (coming from Dwarf Fortress, nothing should intimidate me, but I've heard the learning curve for EU/CK is monstrous..) but the space theme might be enough to get me interested. Reminds me a lot of Endless Space, from the description, although the screenshots seem to have a bit of a Homeworld vibe. Looks good
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The Name Change Thread (WARNING! ONE TIME ONLY!)
Panzerbeard replied to Souper's topic in Kerbal Network
Thankya kindly. Back in my day we didn't have usernames, an we had to walk 20 miles to the post office, uphill both ways. -
WIP - Environmental Visual Enhancements Development
Panzerbeard replied to rbray89's topic in KSP1 Mod Development
Thanks for checking; I just tried it with Firefox and it's working fine, so it's just Chrome derping. -
The Name Change Thread (WARNING! ONE TIME ONLY!)
Panzerbeard replied to Souper's topic in Kerbal Network
Could I get my name changed to Panzerbeard, please? Always bothered me that I didn't use my regular screenname on here.. -
WIP - Environmental Visual Enhancements Development
Panzerbeard replied to rbray89's topic in KSP1 Mod Development
Is Github dead? Can't seem to load the page. -
Tourist would like to go on a suborbital flight of the Sun
Panzerbeard replied to CorBlimey's topic in KSP1 Discussion
They take out a Life Insurance policy. Most companies will cover "death by vaporization in a blazing inferno while plummeting into the burning heart of the sun" as standard, right? -
Tourist would like to go on a suborbital flight of the Sun
Panzerbeard replied to CorBlimey's topic in KSP1 Discussion
Samuel T Anders is a space-tourist?